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Drizzle Darksky

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Drizzle Darksky Empty Drizzle Darksky

Post by Silanae Sun Aug 07, 2022 6:56 am

Drizzle Darksky Cleric10

Name:  Drizzle Darksky
Age:  20 (12)
Race:  Duskwalker
Height:  5’4”
Weight:  110
Eye Color:  Gray-blue
Hair Color:  Gray
Languages:   Common, celestial, elven, dwarven
Class: Cleric of Pharasma (Ecclesitheurge)
Alignment:   Neutral (true)

Stats:
Ability Scores:
Strength:   8  (-1 Modifier)
Dexterity:   16 (+3 Modifier)
Constitution:   12  (+1 Modifier)
Intelligence:   14 (+2 Modifier)
Wisdom:   18 (+4 Modifier)
Charisma:   12 (+1 Modifier)

Defense:
AC:  13 Total / 13 Touch / 10 Flatfooted
HP:  9
Fortitude Save: +3
Reflex Save:   +3
Will Save:   +6
+2 racial vs negative energy & death effects, +2 vs spell-like or supernatural abilities of undead and sahkils. Immune to being transformed into undead.

Offense:
Initiative:   +5 (+3 Dex, +2 trait)
BAB:   +0
Melee Attack Bonus:   -1
Ranged Attack Bonus:   +3
CMB:   -1
CMD:   12

Weapon Attacks:
Light Crossbow:  1d8/19-20x2/Piercing, ranged.
Dagger: 1d4-1/19-20x2/Piercing, melee.

Ghost hunter: any non-magical weapon deals half damage against incorporeal, magic weapons can deal crits & precision damage. 1/day, standard action: treat all weapons she wields as if ghost touch property for 1 min.

Skills:
Trained

Heal: 10 (+4 wis, +1 rank, +3 class, +2 racial)
Knowledge (religion): 8 (+2 int, +1 rank, +3 class, +2 racial)
Perception: 9 (+4 wis, +1 rank, +3 class, +1 trait)
Profession (mortician): 8 (+4 wis, +1 rank, +3 class)
Sense motive: 8 (+4 wis, +1 rank, +3 class)
Survival: 9 (+4 wis, +1 rank, +3 class, +1 trait)

Untrained/Usable
Acrobatics: 3 (+3 dex)
Appraise:   2 (+2 int)
Bluff: 1 (+1 cha)
Climb: -1 (-1 str)
Craft (): 2 (+2 int)
Diplomacy: 1 (+1 cha)
Disguise: 1 (+1 cha)
Escape Artist: 3 (+3 dex)
Fly: 3 (+3 dex)
Intimidate: 1 (+1 cha)
Perform (): 1 (+1 cha)
Ride:   3 (+3 dex)
Stealth:   4 (+3 dex, +1 trait)
Swim: -1 (-1 str)

Traits
The Outsider: +1 stealth & survival + survival is a class skill. Aid others +3, but receiving aid +1 instead of +2.
Seeker: +1 perception & class skill.    
Reactionary: +2 initiative.
Blessed touch: heal 1 additional hp when using lay on hands, channeling energy, or casting a cure spell.

Feats
Additional Traits: gain two traits.
Silanae
Silanae

Posts : 140
Join date : 2019-10-01
Age : 39

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Drizzle Darksky Empty Re: Drizzle Darksky

Post by Silanae Sun Aug 07, 2022 6:57 am

Class Features

Aura: cleric have a powerful aura corresponding to deity’s alignment… which is (true) neutral, so yeah.

Spontaneous casting: can use a prepared (non-domain) spell to cast a cure spell of same or lower level.

Channel Energy:* 1d6 positive energy to heal living creatures OR damage undead, 30 ft radius around cleric. If damaged by the channel: will save to half, DC 11 (10+1/2 cleric level + cha mod). Standard, no AoO, 3+cha mod/day. (4/day)

Ecclesitheurge’s Vow: cannot bless, cast cleric spells or use domain powers when wearing armour or using a shield.

Blessing of the Faithful: +2 sacred bonus on AC/attack rolls/skill checks/ability checks/saving throws, standard action, range: 25 ft (+5 ft/2 levels), duration 1 turn. If spending 1 use of channel energy while blessing, duration is expended by 1 round (1 round/dice of channel energy).

Domain mastery: when preparing spells can select a different secondary domain from the domains of the deity, powers remain unaltered from chosen domain at level 1. Available optional domains: death, healing, resurrection, knowledge, repose, ancestors, souls, thought.
Chosen primary domain: Ice
Chosen secondary domain: Memory (all knowledge skills are class skills)

Domain powers:
Icicle: 1d6 cold + 1 per 2 cleric levels, standard action, 30 ft, ranged touch. 3+wis mod/day (7/day).
Recall: touch creature to allow retrying knowledge skill check (made within past minute) with insight bonus of cleric’s wisdom mod. 3+wis mod/day (7/day).

Regular spells

Level 0




Bleed
Create Water
Detect Magic
Detect Poison
Enhanced Diplomacy
Guidance
Light
Mending
Purify Food and Drink
Read Magic
Resistance
Spark
Stabilize
Virtue

Cause a stabilized creature to resume dying.
Creates 2 gallons/level of pure water.
Detects spells and magic items within 60 ft.
Detects poison in one creature or object.
Touched creature gains +2 on one Diplomacy or Intimidate check.
Touched creature gains +1 on one attack roll, saving throw, or skill check.
Object shines like a torch.
Makes minor repairs on an object.
Purifies 1 cu. ft./level of food or water.
Read scrolls and spellbooks.
Touched creature gains +1 on saving throws.
Ignites flammable objects.
Cause a dying creature to stabilize.
Touched creature gains 1 temporary hp.
Level 1

Abundant Ammunition
Air Bubble
Ant Haul
Abstemiousness
Aspect of the Nightingale
Bane
Barbed Chains
Bless
Blessed Fist
Bless Water
Burning Disarm
Carrion Compass
Cause Fear
Celestial Healing
Clarion Call
Command
Compel Hostility
Comprehend Languages
Cultural Adaptation
Cure Light Wounds
Curse Water
Dancing Lantern
Deadeye’s Lore
Deathwatch
Decompose Corpse
Desperate Weapon
Detect Chaos/Evil/Good/Law
Detect Charm
Detect Demon
Detect the Faithful
Detect Undead
Divine Favor
Diagnose Disease
Doom
Dream Feast
Endure Elements
Enhance Water
Entropic Shield
Face of the Devourer
Fairness
Firebelly
Forbid Action
Grasping Corpse
Guardian Armor (nope)
Hairline Fractures
Haze of Dreams
Hedging Weapons
Hidden Diplomacy
Hidden Spring
Hide from Undead
Ice Armor (debatable)
Infernal Healing
Inflict Light Wounds
Ironbeard
Karmic Blessing
Know the Enemy
Liberating Command
Lighten Object
Magic Stone
Magic Weapon
Marid’s Mastery
Mighty Fist of the Earth
Moment of Greatness
Murderous Command
Obscure Poison
Obscuring Mist
Poisoned Egg
Protection vs Chaos/Evil/Good/Law
Ray of Sickening
Read Weather
Recharge Innate Magic
Refine Improvised Weapon
Reinforce Armaments
Remove Fear
Remove Sickness
Restore Corpse
Rite of Bodily Purity
Rite of Centered Mind
Sanctify Corpse
Sanctuary
Shadow Trap
Shield of Faith
Spiked Armor
Stone Shield
Stunning Barrier
Summon Minor Monster
Summon Monster I
Sun Metal
Tap Inner Beauty
Touch of Blindness
Touch of Bloodletting
Touch of Truthtelling
Tracking Mark
Unbreakable Heart
Weapons Against Evil
Weaponwand
Replaces non-magical ammunition every round.
Creates a small pocket of air around your head or an object.
Triples carrying capacity of a creature.
Enhances a small handful of food to feed a creature for a day.
Bonus +2 Perform (sing), Diplomacy checks, reroll save
Enemies –1 on attack and saves vs fear. 1 min/level, will save, 50 ft
(M) Hellish chains attack and cause a target to become shaken.
Allies gain +1 on attack rolls and against fear. 1 min/level, 50 ft 
Target doesn’t provoke attacks of opportunity with unarmed strikes.
(M) Makes holy water.
Meetal object becomes hot, drop it or take damage.
Find controller or cause of an undead creature.
One creature of 5 HD or less flees for 1d4 rounds.
Apply blood  good outsider. 1 round/2 levels, touch, fast healing 1.
Sound of loud horn and speak in loud voice heard over great distances.
One subject obeys selected command for 1 round.
Compels opponents to attack you instead of your allies.
You understand all spoken and written languages.
Act and sound like a native.
Cures 1d8 damage + 1/level (max +5). +1 trait, spontenous casting
(M) Makes unholy water.
Animates a lantern that follows you.
Gain a +4 sacred bonus on Survival and move faster while tracking.
Reveals how near death subjects within 30 ft. are.
Turn corpse into clean skeleton.
Create an improvised weapon.
Reveals creatures, spells, or objects of selected alignment.
Detect strength and location of charms etc.
Sense the presence of demons, their servants, and the Abyss.
Find others of the same faith.
Reveals undead within 60 ft.
You gain +1 per three levels on attack and damage rolls.
Detect and identify diseases.
One subject –2 attack, damage, saves, checks. 1 min/level, 100 ft
Dreams trick your body into being happily fed.
Exist comfortably in hot or cold regions.
Turn water into alcohol. 1 pint/level
Ranged attacks against you have 20% miss chance. 1 min/level
You transform the target’s face into a hideous shape.
Prevent creatures from cheating while trading.
Fire resistance 5, 15-foot cone, 1d4 fire damage (Ref half, SR).
Target obeys your command to not do something.
(M) Cause a corpse to grab or trip a foe.
Teleport armor you are wearing onto an ally within range.
Reduce the hardness stone object/lower the AC earth-type creature.
Distract a creature with dreams and visions, halving their speed.
 +1 AC per weapon (more later), use for ranged attack, 1 min/level
Intimidate target to act friendly toward you but not remember why
Discover a temporary spring of fresh, flowing water.
Undead can’t perceive one subject/level.
Create breastplate of ice with hardness 0 and 30 hit points.
Apply devil blood, fast healing 1, no good/silver damage. 1 minute
Touch deals 1d8 damage +1/level (max +5).
 +1 AC (stacks), attack enemies, + 20% verbal spell failure
The target treats one skill of your choice as a class skill.
Gain +10 on a monster Knowledge check.
Escape Artist check as an immediate action and gains a bonus on it.
Halve the weight of one object for 1 min/level, 1 cubic ft/level.
Three stones gain +1 on attack, deal 1d6 +1 damage.
Weapon gains +1 enchancement bonus. 1 min/level
All touching water +1 on attack and damage rolls, otherwise -4.
(DF) Make an unarmed strike attack roll against a target at distance.
Doubles a morale bonus.
Target is compelled to kill its ally.
Make it harder to detect a poison or a venomous creature.
Fog surrounds you.
Make egg poisoned, save. 
 +2 AC and saves against selected alignment + stuff 1 min/level.
Ray makes the subject sickened.
Precisely forecast natural weather over the next 48 hours.
Regain one of all 0 and 1st-level spell-like abilities of a racial trait.
Turn improvised weapon into a masterwork simple or martial weapon.
Temporarily mitigates the fragile quality in targeted weapon or armor.
Suppresses fear/ +4 on saves vs fear. 1 creature, +1/4 level
Suppress disease, nausea, and the sickened condition.
Skeletal corpse grows flesh.
(M) Improving your ability to resist toxins and ailments.
(M) Allowing you to more easily resist outside influences.
Prevent a corpse from becoming an undead creature.
Can't be attacked without will save, and you can’t attack. 1 round/level
Entangle target, stuck within 5 ft from its original
Aura grants +2 deflection bonus. 1 min/level, +1 every 6 levels 
Suit of armor becomes covered in iron spikes.
1 round, +4 AC. +2 reflex, can break
 +1 bonus to AC and on saves, and stuns one creature attacking you.
Summon 1d3 Tiny animals.
Summons extraplanar creature to fight for you.
Cause a melee weapon to erupt in flames, dealing extra damage.
 +2 insight bonus on all Charisma ability/skill checks, 1 min/level
Melee touch, 1 round/level, blindness, fort save
Melee touch, 1 round/level, 1 bleed, exhaustion, will save
As zone of truth, but others know the target is affected by the spell.
Lower survival DC, +5 perception to notice stealth/using disguise.
 +4 on saves vs mind-affecting effects with negative emotions.
Shiny weapon, ignore DR 5 evil (except epic) 1 round/level
(F) Merge a magic wand with a weapon to wield both simultaneously.
Domain spells
Ice (primary domain, always active):
1 obscuring mist
2 fog cloud
3 water breathing
4 control water
5 ice storm
6 cone of cold
7 freezing sphere
8 horrid wilting
9 polar Ray

Knowledge / Memory (m) / Thought (t):
1 comprehend languages
2 detect thoughts / memory Lapse (m)
3 speak with dead / seek thoughts (t)
4 divination
5 true seeing / telepathic bond (t)
6 find the path / modify memory (m)
7 legend lore
8 discern location / moment of prescience (m) / mind blank (t)
9 foresight

Death:
1 cause fear
2 death knell
3 animate dead
4 death ward
5 slay living
6 create undead
7 destruction
8 create greater undead
9 will of the banshee

Healing / Resurrection:
1 cure light wounds
2 cure moderate wounds
3 cure serious wounds
4 cure critical wounds
5 breath of life / raise dead
6 heal
7 regenerate / resurrection
8 cure critical wounds (mass)
9 heal (mass) / true resurrection

Repose / Souls (s) / Ancestors (a):
1 deathwatch
2 gentle repose
3 speak with dead / animate dead (s)
4 death ward / rest eternal (a)
5 slay living
6 undeath to death / antilife shell (s) / geas/quest (a)
7 destruction
8 waves of exhaustion
9 wail of the banshee / trap the soul (s)


Last edited by Silanae on Sun Aug 07, 2022 10:06 am; edited 2 times in total
Silanae
Silanae

Posts : 140
Join date : 2019-10-01
Age : 39

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Drizzle Darksky Empty Re: Drizzle Darksky

Post by Silanae Sun Aug 07, 2022 6:57 am

Personality
When people mention someone having an old soul, they don’t typically mean it literally, and yet this is quite true for Drizzle. She has only lived for twelve years, but acts with a steady confidence that makes people assume she’s a half-elf - or even a strange elf - with far more life experience. This doesn’t mean she’s always calm, collected and strong in her faith. She has her moments of doubts and surging emotions, while being quite aware that there’s a whole world beyond the village she knows. She certainly laughs and plays when she feels safe, but there’s always something lurking behind. A quiet sense of wariness that makes it hard to relax and be at ease. And while she is generally friendly and polite to people, she also keeps her distance. She doesn’t know how long she has to live, but there’s a nagging feeling that the villagers are not like her and will leave her behind. Something that, perhaps, is understandable when several of the villagers share that belief and her adopted parents died when she was still young.

Background
The most troublesome part of her background is, perhaps, the part that is completely shrouded. It is certainly the part that kept her awake many nights as a child, and occasionally still disturbs her sleep. Rokal found her in the cemetery as she was moving away from an undisturbed grave of someone who died long ago, alone and without memories that she could share. The puzzled man mostly took her to his home to get the lost child out of the rain and figure out what to do, while his wife Darcy firmly decided the young girl could have the extra bed since it was far too late to disturb anyone in the village. The dark clouds were making evening fall faster than usual, after all, and the girl didn’t seem to need medical attention. She was mostly cold from the rain and not suitably dressed for the muddy ground, all of which was easy to fix with a bowl of soup, some spare clothes and a warm blanket.

After some time she told them with quiet confidence that her name was Drizzle. Some gentle prodding revealed that Darksy was her family name. While the couple was certainly confused by the oddity of the situation, they put her in the bedroom that was empty since their children had passed away and fed her in the morning. Rokal spend the day around the village to discover that no one was missing a child, that the names were quite unknown and that there hadn’t been any sightings of travellers who might have lost her. Still puzzled the human returned home, only to discover that Darcy had concluded that the girl must have gone through a traumatic experience and had probably been abandoned near the village, or somehow ran away from whatever horrible situation she had been in and found her way here. Regardless, she could benefit from a stable home until her family could be found. And so began her life in Roslar’s Coffer, where she continued to mature into a young woman with a quiet steadiness that disturbed some people as much as the colour of her skin did. Of course, it didn’t help that she could frequently be found near the graves in the cemetery or quietly wandering beyond the outskirts of the village. And while Rokal and Darcy appreciated that she took a strong liking to respecting religions, since they were devout worshippers themselves, they would have preferred it if she had felt the calling to worshipping some other deity. Still, it could have been worse and all religious debates remained respectful and polite between them. When the current mortician fell ill it seemed only natural for her to take over his duties until he recovered. Except he died before he could recover, which resulted in her simply becoming the new mortician of the village. And while some might still be wary about her, most had to admit that a cleric of Pharasma was undeniably suited to talk about the cycle of life and death, with her being a nice enough person overall. Just a somewhat odd one.

Description
The most noticeable part of her appearance is her gray skin and dull colouring. Even the blue tints in her eyes are shrouded by gray tones, as if the life was drawn out of them. Her ears and bone structure points towards an elven heritage, but her skin and hair mark her as an unusual one at best. And at worst? That’s less easily answered, although some mutter that she’s touched by death, without really knowing what they mean by that. It doesn’t help that she favours wearing black or practical brown, while almost never wearing anything more vibrant than silver and a simple brooch in the shape of Parasma’s symbol. Regardless, she mostly blends in as an unusual half-elf who ended up in the village as a child who probably would have been better off with her own people.
Silanae
Silanae

Posts : 140
Join date : 2019-10-01
Age : 39

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Drizzle Darksky Empty Re: Drizzle Darksky

Post by Silanae Sun Aug 07, 2022 6:57 am

Current Equipment
Light crossbow with 20 bolts
Dagger
Backpack with bedroll, blanket, mess kit, grooming kit, holy text, iron pot, flint and steel, twine (50 ft), waterskin, 2 trail rations, a set of platinum wedding rings and a clay tankard (1 pint).
Belt pouch with a silver symbol of Pharasma, set of playing cards (simple).
Spell component pouch
Brooch of Pharasma

Not Currently Equipped

Funds
1 gold, 1 silver, 7 copper

Current Spells 
Level 0: 3
Create Water
Guidance
Stabilize

Level 1: 2 + domain (Memory)

Shield of faithAura grants +2 or higher deflection bonus. (1 min)
Enhance WaterTurn water into alcohol. (1 pint)
Comprehend Languages You can understand the spoken words of creatures or read otherwise incomprehensible written messages. (10 min)
Silanae
Silanae

Posts : 140
Join date : 2019-10-01
Age : 39

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